Showing Posts For Peter Venkmann.6075:
Requesting invite
Maybe I just didn’t search the right thing, but: I notice that when I first complete a boss event that I haven’t done in quite a while, I end up with upwards of 7 drops plus the bonus chest. As I do them on subsequent days, even though I’m hopping all over the map, the number of drops for that particular boss event decreases until it’s about 4-5 per completion. Is this some form of overriding DR, or is the fact that I’m getting the extra 2-3 drops just a random occurrence that could happen at any time?
It’s an interesting idea in concept. I could see it being an entirely anet controlled load but not player-side. Let’s take the precursor purchase as an example of a financed item: player a sets sell price, player b wants to buy, but doesn’t have enough liquid assets (gold) to buy outright. First, subtract total available (banked) gold and begin the monetization of available assets of player b. Some form of highest buy orders for a given quantity average . over a period of time to prevent bad seeding of values, minus the 15% of course. Begin with available commodities such as ectos and other t6 mats, lodestones, cores, etc. Once the item sales can surpass the difference, calculate an assessed interest rate. Possibly tie to a commodity volatility. Player a gets the gold from the sale. Item and commodities transferred into a held state, not claimable by the loanee. As the player deposits payments into a White Shark Loan center and covers the value of the commodities used, those commodities are again available for pickup. Once the last item is paid for, the originally purchased item (example precursor) is available for pickup as well.
It’s a risk protection for the purchaser in that they’re protected from sud price rise in either the original item cost, but at risk that the items they’re buying back will tank in value before they finish they payoff.
Thinking a bit more, another alternative would be combining the mechanics of a heart, event, and story together. Event participation is measured like a heart, with different guaranteed points reached after so much participation. When the event concludes, part of the loot comes from the chest and another part comes from a tiered reward bag. The chest drop can be a single roll for an epic item, and you have to finish the event and be there to loot it. The rest comes via a tiered bag where reaching a certain amount of participation gets a high level, a medium bag for not as much or partial participation, and a low level bag for not much participation at all.
The chest still functions as that immediate gratification of getting something cool, and the bags help acknowledge the contribution of those who for one reason or another werent able to loot the chest itself but made a meaningful contribution to the event.
(edited by Peter Venkmann.6075)
But why should you receive credit for participating the last 10 minutes and someone who did the first 90 and has to go afk gets nothing? Participation in this should be required for the loot, no doubt. It’s that early participation gains you nothing. I could be there and actively participate early, but due to kick policy would get no credit for that which i did do. I compare it to the old kill-stealing where someone us working on an enemy, and an overpoweted someone else comes in and does a big one-shot, giving them the credit for it. Not a perfect analogy…
Well either I misinterpreted your first post or you are talking about something else entirely. There have been a lot of suggestions about how to approach one-time events in the future, and I’m all for some kind of big instance thing. If this happens, then people have to go from start to finish in order to get their reward. It is certainly not fair for people to pop in last minute and get the reward people worked 2+ hours for.
However, on the other hand, it is also not fair to be present, but not actually participating, in an event by afking the whole way through.
Agreed. I understand the whole pie-in-the-sky of a large event that can be done by everyone at once… a true boss raid of epic proportions. And it is something I’d like the chance to finish. I (personally) would even accept loot scaling for the option to convert the remaining portion of the one-time event into a story instance.
But why should you receive credit for participating the last 10 minutes and someone who did the first 90 and has to go afk gets nothing? Participation in this should be required for the loot, no doubt. It’s that early participation gains you nothing. I could be there and actively participate early, but due to kick policy would get no credit for that which i did do. I compare it to the old kill-stealing where someone us working on an enemy, and an overpoweted someone else comes in and does a big one-shot, giving them the credit for it. Not a perfect analogy…
In GW1, there were many holidays/festivals which you could both actively and passively attend and interact. Won’t be home for the new Halloween Hat? Park your character in the right place and just leave the game running. Need 14 gazillion lucky or unlucky points? Buy a ton of tickets, park your character on a ring, and check back every so often to see if you need to reload on tickets.
I would have loved to be able to do this either for MK or Karka weekend, but even if i participated in the first 30 minutes of the multi-hour event (didn’t bother), i would be kicked for inactivity and get no credit anyway. Can the inactivity or anti-afk thing be removed for future events where it is major holiday or one-time things? Again, i didnt even bother with the final fight since i had to leave after 30 minutes, so i have no qualms that i didn’t het all the epic loot. I just would have liked the opportunity to partially participate and be rewarded (eg. Spend a dragon event killing adds and rezzing, but dont get credit since i didnt do enough dmg to actual boss).
The C0000005 crashes i get are frustrating enough, but at least i’m usually able to pick right back up where I left off without too much fuss, WvW also aside.
In other dungeons (at least prior to the update), whether explorable or story, I’m able to rejoin my party if I crash to desktop. I just re-enter the dungeon and i’m back with them. In the Fractals dungeon, I end up back in Lion’s Arch, with no way to rejoin my group.
Wish i screened it, but put in 4 green swords looted from cursed shore, got back a blue. Anyone else run into this?
I’ve locked up completely, crashed to desktop, and everything in between several times tonight. Checking the crash.log, I saw the c0000005 exception listed. Based on some other threads, I saw the request to run a GameAdvisor report, so I figured I’d save the step and do that too.